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Fixed comments for sky light glow
1 parent e366db8 commit 9f5b435

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  • Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingSakuraForestSER

1 file changed

+5
-6
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Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingSakuraForestSER/Raytracing.hlsl

Lines changed: 5 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -97,7 +97,7 @@ inline void GenerateCameraRay(uint2 index, out float3 origin, out float3 directi
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}
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100-
// Helper function to configure reflection hints based on material properties
100+
// Configure reflection hints based on material properties
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void ConfigureReflectionHints(in HitObject hit, in float3 origin, in float3 rayDir, inout RayPayload payload)
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{
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// Only process hints for material-based sorting modes
@@ -129,7 +129,7 @@ void ConfigureReflectionHints(in HitObject hit, in float3 origin, in float3 rayD
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}
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// Helper function to apply thread reordering based on sort mode
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// Apply thread reordering based on sort mode
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void ApplyThreadReordering(in HitObject hit, in RayPayload payload)
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{
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const uint numHintBits = 1;
@@ -435,14 +435,13 @@ void MyMissShader(inout RayPayload payload)
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// Create soft purple light glow
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float3 blue = float3(0.4, 0.6, 1.0); // Soft blue
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float3 pink = float3(1.0, 0.6, 0.8); // Soft pink
438-
float3 cloud = lerp(blue, pink, fractalDensity);
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float3 glow = lerp(blue, pink, fractalDensity);
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float3 L = normalize(g_sceneCB.lightPosition.xyz - skyPosition);
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float lightD = saturate(dot(rayDir, L));
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cloud *= lerp(0.8 + 0.2 * lightD, 4.0, fractalDensity);
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glow *= lerp(0.8 + 0.2 * lightD, 4.0, fractalDensity);
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// Composite background with clouds
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float3 finalColor = lerp(background.rgb, cloud, fractalDensity * 1.3);
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float3 finalColor = lerp(background.rgb, glow, fractalDensity * 1.3);
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payload.color = float4(finalColor, 1.0f);
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}
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